using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Pevolution.GameObjects;

namespace Pevolution
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Texture2D tex;

        public List<Critter> creatures = new List<Critter>();
        public List<Food> foodz = new List<Food>();

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            InitGraphicsMode(1280, 720, false);

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            tex = Content.Load<Texture2D>("Critter");

            Critter critter1 = new Critter(new Vector2(0), tex, this);

            creatures.Add(critter1);

            Food food = new Food(new Vector2(0, 100), tex);

            foodz.Add(food);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            try
            {
                foreach (Critter c in creatures)
                {
                    c.Update(foodz);

                    if (c.getPosition().X > 1280) c.SetPossition(0, c.getPosition().Y);
                    if (c.getPosition().Y > 720) c.SetPossition(c.getPosition().X, 0);
                    if (c.getPosition().X < 0) c.SetPossition(1280, c.getPosition().Y);
                    if (c.getPosition().Y < 0) c.SetPossition(c.getPosition().X, 720);
                }
            } catch { }

            foreach (Food food in foodz)
            {
                food.Update();
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
            foreach (Critter c in creatures)
            {
                c.Render(spriteBatch, 0f, 8f, Color.Honeydew);
            }

            foreach (Food food in foodz)
            {
                food.Render(spriteBatch, 0f, 8f, Color.Yellow);
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }

        /// <summary>
        /// Attempt to set the display mode to the desired resolution.  Itterates through the display
        /// capabilities of the default graphics adapter to determine if the graphics adapter supports the
        /// requested resolution.  If so, the resolution is set and the function returns true.  If not,
        /// no change is made and the function returns false.
        /// </summary>
        /// <param name="iWidth">Desired screen width.</param>
        /// <param name="iHeight">Desired screen height.</param>
        /// <param name="bFullScreen">True if you wish to go to Full Screen, false for Windowed Mode.</param>
        private bool InitGraphicsMode(int iWidth, int iHeight, bool bFullScreen)
        {
            // If we aren't using a full screen mode, the height and width of the window can
            // be set to anything equal to or smaller than the actual screen size.
            if (bFullScreen == false)
            {
                if ((iWidth <= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width)
                    && (iHeight <= GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height))
                {
                    graphics.PreferredBackBufferWidth = iWidth;
                    graphics.PreferredBackBufferHeight = iHeight;
                    graphics.IsFullScreen = bFullScreen;
                    graphics.ApplyChanges();
                    return true;
                }
            }
            else
            {
                // If we are using full screen mode, we should check to make sure that the display
                // adapter can handle the video mode we are trying to set.  To do this, we will
                // iterate thorugh the display modes supported by the adapter and check them against
                // the mode we want to set.
                foreach (DisplayMode dm in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes)
                {
                    // Check the width and height of each mode against the passed values
                    if ((dm.Width == iWidth) && (dm.Height == iHeight))
                    {
                        // The mode is supported, so set the buffer formats, apply changes and return
                        graphics.PreferredBackBufferWidth = iWidth;
                        graphics.PreferredBackBufferHeight = iHeight;
                        graphics.IsFullScreen = bFullScreen;
                        graphics.ApplyChanges();
                        return true;
                    }
                }
            }
            return false;
        }
    }
}
